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Wizard
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{
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ClassName = Wizard
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BaseHealth = 80
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BaseAtk = 15
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# Amount of health gained per level.
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HealthGrowthRate = 5
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# Amount of attack gained per level.
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AtkGrowthRate = 4
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FullRender = wizard_full_render.png
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Auto Attack
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{
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DamageMult = 1
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Radius = 100
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Speed = 200
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Cooldown = 0.85
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# Whether or not this ability cancels casts.
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CancelCast = 0
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# When bullet makes contact, how fast the bullet will fade out.
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BulletHitFadeoutTime = 0.2
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# How much time passes before another particle spawns from the bullet.
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ParticleFrequency = 0.03
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# Specify a minimum and maximum range
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ParticleLifetimeRange = 0,1
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ParticleSizeRange = 0,2
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ParticleFadeoutTime = 0.5
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ParticleSpeedRange = -30,30
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SplashEffectFadeoutTime = 0.25
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}
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Right Click Ability
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{
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Name = Teleport
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Short Name = TELE
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Icon = teleport.png
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Cooldown = 8
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Mana Cost = 5
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# Whether or not this ability cancels casts.
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CancelCast = 1
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Description = Vanish and reappear at a new target location.
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#RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown.
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Cooldown Bar Color 1 = 0, 0, 64, 192
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Cooldown Bar Color 2 = 0, 0, 128, 192
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Precast Time = 0
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Casting Range = 0
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Casting Size = 0
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TeleportRange = 650
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AnimationTime = 0.35
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IframeTime = 0.5
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# The minimum tile range required for a teleport.
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TilesMin = 1
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# The maximum tile range a teleport is allowed to go.
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TilesMax = 8
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# Number of teleport particles to spawn.
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ParticleCount = 16
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ParticleRange = 33.33
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ParticleLifetimeMin = 0
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ParticleLifetimeMax = 0.3
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ParticleSize = 0.3
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ParticleFadetime = 0.2
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ParticleSpeedMin = -5
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ParticleSpeedMax = 5
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ParticleColor = 0, 0, 0, 255
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}
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Ability 1
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{
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Name = Firebolt
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Short Name = F.BOLT
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Icon = firebolt.png
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Cooldown = 6
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Mana Cost = 30
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# Whether or not this ability cancels casts.
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CancelCast = 0
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Description = Shoots an explosive bolt of fire.
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#RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown.
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Cooldown Bar Color 1 = 64, 0, 0, 192
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Cooldown Bar Color 2 = 128, 0, 0, 192
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Precast Time = 0
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Casting Range = 0
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Casting Size = 0
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# Damage multiplier of the initial hit.
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InitialDamageMult = 1
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BulletSpeed = 275
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Radius = 100
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#Coloring of the bullet.
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BulletColor = 240, 120, 60, 255
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# When bullet makes contact, how fast the bullet will fade out.
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BulletHitFadeoutTime = 0.2
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WorldShakeTime = 0.25
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BulletHitExplosionRange = 250
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# How much damage the explosion hit does to targets in range.
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BulletHitExplosionDamageMult = 3
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BulletHitExplosionFadeoutTime = 0.25
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BulletHitExplosionColor = 240, 120, 60, 255
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# The number of particles that spawn when a fire bolt explodes on contact.
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BulletHitExplosionParticleCount = 72
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BulletHitExplosionParticleLifetimeRange = 0,0.5
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BulletHitExplosionParticleSizeRange = 0,2
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BulletHitExplosionParticleFadeoutTimeRange = 0,0.4
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BulletHitExplosionParticleSpeedRange = -150,150
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# Specific color randomization ranges for the explosion particles.
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BulletHitExplosionParticleRedRange = 255,255
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BulletHitExplosionParticleGreenRange = 60,250
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BulletHitExplosionParticleBlueRange = 60,60
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BulletHitExplosionParticleAlphaRange = 255,255
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# How much time passes before another particle spawns from the bullet.
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ParticleFrequency = 0.03
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# Specify a minimum and maximum range
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ParticleLifetimeRange = 0,1
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ParticleSizeRange = 0,2
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ParticleFadeoutTime = 0.3
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ParticleXSpeedRange = -60,60
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ParticleYSpeedRange = -60,-60
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# Specific color randomization ranges for the fire bolt particles.
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ParticleRedRange = 255,255
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ParticleGreenRange = 0,250
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ParticleBlueRange = 0,0
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ParticleAlphaRange = 255,255
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}
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Ability 2
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{
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Name = Lightning Bolt
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Short Name = L.BOLT
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Icon = lightningbolt.png
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Cooldown = 6
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Mana Cost = 25
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# Whether or not this ability cancels casts.
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CancelCast = 0
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Description = Shoot an electrically charged bolt, spreads to two other targets upon impact.
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#RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown.
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Cooldown Bar Color 1 = 64, 0, 0, 192
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Cooldown Bar Color 2 = 128, 0, 0, 192
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Precast Time = 0
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Casting Range = 0
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Casting Size = 0
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# Damage multiplier of the initial hit.
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DamageMult = 4
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BulletSpeed = 230
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Radius = 150
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#Coloring of the bullet.
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BulletColor = 255, 255, 255, 255
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BulletFadeoutTime = 0.2
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# How far away to look for nearby enemies to chain lightning to.
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LightningChainRadius = 300
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# Damage multiplier for enemies hit by lightning chain.
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LightningChainDamageMult = 2
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# How fast the chain lightning chases its target (Frequency updates in seconds).
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LightningChainFrequency = 0.05
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LightningChainLifetime = 0.25
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LightningChainSplashLifetime = 0.5
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LightningChainSplashFadeoutTime = 0.25
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LightningChainSplashRotationRange = 0,6.28318
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# How long the splash effect lasts.
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SplashLifetime = 0.3
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SplashFadeoutTime = 0.25
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SplashRotationRange = 0,6.28318
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# How much time passes before another particle spawns from the bullet.
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ParticleFrequency = 0.01
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# The darkest and brightest amount this particle will be colored (applied to R,G,and B components simultaneously)
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ParticleColorRange = 150,250
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ParticleSpawnRadiusRange = -24,24
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ParticleLifetimeRange = 0,0.1
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ParticleSizeRange = 1,1.5
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ParticleFadeoutTime = 0.4
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ParticleSpeedMultRange = 0.9,1
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}
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Ability 3
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{
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Name = Meteor
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Short Name = METEOR
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Icon = meteor.png
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Cooldown = 40
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Mana Cost = 75
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# Whether or not this ability cancels casts.
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CancelCast = 0
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Description = After channeling, summons a meteorite from the heavens to crash into the planet.
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#RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown.
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Cooldown Bar Color 1 = 64, 0, 0, 192
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Cooldown Bar Color 2 = 128, 0, 0, 192
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Precast Time = 1.5
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Casting Range = 900
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Casting Size = 400
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MeteorFadeoutTime = 2
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MeteorRadius = 400
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MeteorDamageMult = 9
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FireRingDamageMult = 1
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# How often the fire ring deals damage to enemies inside of it.
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FireRingDamageFreq = 1
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FireRingLifetime = 4
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WorldShakeTime = 2
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# -1 = Moving Right, 0 = Stationary, 1 = Moving Left
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MeteorXMovementMult = 1
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# -1 = Moving Down, 0 = Stationary, 1 = Moving Up
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MeteorYMovementMult = -1
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# How far away the meteor is from its final landing location.
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MeteorStartingDist = 320
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# How far away the shadow is from its final landing location.
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MeteorShadowStartingDist = 120
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MeteorImpactParticles = 650
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MeteorImpactParticleAngleRange = 0,6.28318
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# How far the particles will stray from its outer edge. (1 = middle, 0 = outside)
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MeteorImpactParticleRandomVariance = 0.25
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MeteorImpactParticleColorGVariance = 0.5
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# Red is always 255. Blue gets set using this range value.
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MeteorImpactParticleColorBlueRange = 0,128
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MeteorImpactParticleAlphaRange = 128,25
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FireRingOscillatingFrequency=3
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FireRingParticleSpawnAmtRange = 1,5
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FireRingParticleFreqRange = 0.025,0.225
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FireRingFadeoutTime = 1
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FireRingParticleAngleRange = 0,6.28318
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# How far the particles will stray from its outer edge. (1 = middle, 0 = outside)
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FireRingParticleRandomVariance = 0.25
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FireRingParticleColorGVariance = 0.5
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# Red is always 128. Blue gets set using this range value.
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FireRingParticleColorBlueRange = 0,16
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FireRingParticleAlphaRange = 128,255
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FireRingParticleXSizeRange = 1,3
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FireRingParticleYSizeRange = 1,1
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FireRingParticleFadeoutTimeRange = 2,6
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FireRingParticleXSpeedRange = -5,5
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FireRingParticleYSpeedRange = -20,-5
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}
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}
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